Assuming your world is supposed to be spherical, you should really give some thought to that and what projection you are using. Any projection is going to cause very significant distortion of some sort when you flatten a sphere (or spheroid) into a flat map. That distortion can take the form of stretching, squashing, tearing, sheering, and rotation. Different projections distort or preserve different properties in different areas of the map, which makes them suitable for different kinds of map.

For instance, for a population density map, you generally want a map that preserves the area of shapes, but which distorts shapes a lot to do so (In Cartography/Math speak this is called an "Equal Area" or "Equivalent" projection) For a navigational map, you will often want a map that preserves shapes/angles, at the expense of distorting sizes (In Cartography/Math speak this is called a "conformal" projection) or which preserves great circles as straight lines ("Gnomonic") while for general reference maps like you find in an atlas or an educational wall map, you usually want a projection that balances different kinds of distortion out ("Hybrid" or "Compromise" projections)

For maps with restricted extents, you want projections that minimize the distortion within that extent, and push all the distortion out into areas not in the map. The smaller the extent, the more closely you can fit the projection for a better map. The finer details of which projection to use for large scale mapping ("zoomed in") are not that important to fantasy mapping, but at small scales ("zoomed out") it has a very large impact.

If you draw a small scale map without any distortion from the projection, it's simply wrong, and will look wrong to anyone familiar with maps. If you ever try to change the projection, the problem will become VERY clear. If you want to get this right, it's something you need to worry about right at the beginning. There are sometimes ways to 'fix' it after the fact, generally for larger scale maps like continents. For whole worlds, you are usually just out of luck if you got it wrong. The problem is that if you drew the map without distortion, then whatever projection you assume the map is in, that lack of distortion in the map means the land itself has to be distorted the opposite way to the projection in order to compensate. So when you switch projections, you get the backwards distortion of the first projection combined with the forward distortion of the second.